• Title/Summary/Keyword: Creativity improvement

Search Result 263, Processing Time 0.021 seconds

Analysis on the Status of the Pilot Project to Spread Hands-on Robots in Elementary After-School (초등 방과후학교 교구로봇 시범사업 현황 분석)

  • Kim, Deok-Gwan;Ryuh, Young-Sun;Han, Jeong-Hye
    • Journal of The Korean Association of Information Education
    • /
    • v.14 no.1
    • /
    • pp.79-87
    • /
    • 2010
  • To support the expansion of diversity for schooling and make a plan for systematic robot education Ministry of Knowledge Economy did Pilot Project of Hands-on Robot at 68 Elementary Schools after building up the supporting system for teachers to practically use robots such as training course with Hands-on Robot. According to this, this paper will be shown about the analysis results of preliminary data about next expansion project of Hands-on Robot through analyzing the current status of Pilot Project of Hands-on Robot at Elementary After-School. For this, status of offered lesson and usage of teaching aids and materials, the number of regular/part-time teachers, students' satisfaction and so on at schools which are listed for the Pilot Project. The results show that at most of elementary schools students' creativity and interests about robots was increased and they tried to take the classes actively with high concentration. In spite of these positives, improvement needs for textbooks were also ascertained, therefore proper textbooks for student and teaching aids to bring on variable activities of students shall be based on additionally for the success.

  • PDF

A Study of Constructing Automatic Display System for Effective Management Based on The Influence of Temperature on the Mushroom (온도가 버섯에 미치는 영향을 바탕으로 효율적 관리를 위한 자동 표식 시스템 구축에 관한 연구)

  • Xu, Chen-Lin;Lee, Hyun-Chang;Shin, Seong-Yoon
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.19 no.11
    • /
    • pp.2603-2608
    • /
    • 2015
  • Mushroom is a high in protein, low calorie food and has dietary fiber, vitamins, iron and minerals such as zinc. It is called that mushroom is one of the biggest concerns for healthy foods. When we make the artificial cultivation of mushroom, one of the greatest influence element is temperature. In this regard, farmers passively measure temperatures in the greenhouse as inaccurate way such as by the naked eyes. In this paper, we constructed a display system in order to improve the efficiency of manual management of temperature based on the influence of temperature on the mushroom. In related to the methods of mushroom cultivation, the recent technology apply the new technology such as sensors and IT convergence services. And then cultivating mushroom is managed effectively. In this paper, we implement an automatic display system for sensing data. By using this function, farmers could effectively manage environment needed to be grown mushroom, and anticipate the improvement of sales by increasing quality of mushrooms as well.

The Effect of the Physical Computing Convergence Class Using Novel Engineering on the Learning Flow and the Creative Problem Solving Ability of Elementary School Students (노벨엔지니어링을 활용한 피지컬 컴퓨팅 융합수업이 초등학생의 학습몰입도와 창의적 문제해결력에 미치는 영향)

  • Yang, Hyunmo;Kim, Taeyoung
    • Journal of The Korean Association of Information Education
    • /
    • v.25 no.3
    • /
    • pp.557-569
    • /
    • 2021
  • In preparation for the future society, the educational curriculum is changing according to the trend of the times, and with the advent of the era of the 4th Industrial Revolution, the purpose of the new 2015 revised curriculum was suggested to foster the convergence creativity of students. The purpose of software education is to promote creativity and further develop problem-solving skills in connection with real life. In addition, flow in learning leads to outstanding educational achievement. However, in elementary school computer education, there is still a lack of development of a convergence class model for students to easily immerse themselves and promote creative problem-solving skills. Therefore, in this study, we designed convergence computer education using Novel Engineering, which is a convergence class model suitable for these educational conditions and applied it to classes. Further, to measure the effect on the improvement of learning flow and creative problem-solving ability. the Novel Engineering-based computer class was applied to the experimental group for 6th graders, and the general computer class was applied to the control group. As a result of the pre-post test between groups, it was found that computer classes using Novel Engineering had a positive effect on learning flow and creative problem-solving ability.

Effect of Parenting Behavior on Children's Pragmatic Language Ability

  • Moon, Kyung-Im
    • Journal of the Korea Society of Computer and Information
    • /
    • v.27 no.2
    • /
    • pp.219-227
    • /
    • 2022
  • This study is to structurally analyze the effect of authoritative, authoritarian, and permissive three-dimensional parenting behavior on pragmatic language ability in the field of child language development by using data from the Panel Study on Korean Children, which was completed and published in 2018. As a result of the study, looking at the effect of three-dimensional parenting behavior on children's language ability, first, the authoritative parenting behavior, which provides a clear direction for parents in raising their children, and takes a rational and consistent way, is effective in improving pragmatic language ability appeared to have a positive effect. Second, it was found that authoritarian parenting behavior that strictly controls children's behavior in the direction desired by parents and demands absolute obedience from children did not have a significant effect on the improvement of children's pragmatic language ability. Lastly, it was found that the permissive parenting behavior of the neglect type, which allows children to do whatever they want, has a negative effect on the children's pragmatic language ability. Based on these results, in order to equip children who will live in an era where creativity and problem-solving ability are important to have the ability to express themselves accurately, parenting behavior, which is a very important ecosystem for children's language development, needs to be done correctly.

A Change of the Science Writing ability before and after Argumentation (논의활동 전·후의 글쓰기에 나타난 과학글쓰기 능력의 정량적 변화 분석)

  • Kong, Young-Tae;Kang, Myo-Jeong
    • Journal of Science Education
    • /
    • v.37 no.3
    • /
    • pp.492-512
    • /
    • 2013
  • The aim of this study is to investigate the change of science writing ability between pre and post-science writing which was written before and after argumentation activity and to show how argumentation influences the science writing ability. To fulfill this aim, eight 5th grade students were chosen from an elementary school. They were involved in the nine science writing themes which was compose of scientific contexts and social scientific contexts. Students' science works in argumentation and writing activity were collected and analysed based on four domains of framework for science writing ability: scientific thinking, logic, creativity and expression ability. The result of this study showed that the affirmative change of four domains of science writing ability on post-science writing written after argumentation was observed. Also, an affirmative change was observed in all of the scientific and social scientific themes. A lot of changes of the scientific writing ability were observed especially when the themes were familar to student. The degree of change depended on the level of the student, but overall it influenced all participating students with a positive improvement for their scientific writing ability. Students with high grade of academic achievement showed high improvement in science writing ability, but students who had low grade of academic achievement also showed a positive improvement in science writing ability.

  • PDF

The Effect of the Integrative Education Using a 3D Printer on the Computational Thinking Ability of Elementary School Students (3D프린터를 활용한 융합교육이 초등학생의 컴퓨팅 사고력에 미치는 영향)

  • Lim, Donghun;Kim, Taeyoung
    • Journal of The Korean Association of Information Education
    • /
    • v.23 no.5
    • /
    • pp.469-480
    • /
    • 2019
  • One of the goals of the new 2015 revised curriculum is to cultivate the creativity of students who will live in the era of the Fourth Industrial Revolution to create new things through diverse ideas and challenges based on basic learning skills. Accordingly, in order to solve the given problems rationally, the convergence problem solving ability that can process and utilize various areas of knowledge and information is becoming important. Therefore, in this study, we designed the integrative education using a 3D printer based on Tinkercad modeling and applied it to the class to investigate the effect on the improvement of computing thinking ability of elementary school students. To verify the contents of the study, two classes of 25 sixth-grade elementary school students were divided into an experimental group and a controlled group. For the experimental group, 12 classes of convergence education programs using a 3D printer were applied for about three months, and the same amount of general curriculum was conducted for the control group. After that, the t-tests were carried out using the pre-post test to measure the effectiveness of the computational thinking ability. After the application of the program, the experimental group showed statistically significant improvement in computational thinking ability, but the controlled group showed no statistically significant difference. The results show that convergence education using the Tinkercad modeling-based 3D printer has a positive effect on the improvement of computing thinking ability of elementary school students.

A Research on the Creative Behavior of Children's Plays in Sangsang Children's Park, Seoul City (서울시 상상어린이공원의 창의 놀이 행태 분석 연구)

  • Kang, Young-Jai;Kim, Yo-Seob;Cho, Se-Hwan
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.40 no.5
    • /
    • pp.109-118
    • /
    • 2012
  • The study is aimed to suggest a preliminary data on the improvement of children's recreational facility to enhance children's creativity at Sangsang Children Park Project(SCPP) in Seoul Metropolitan City being the case study. The book review, especially the field observation was implemented by the video recording methods for analyzing the children's play behavior with regard to the six sites of the SCPP that was constructed in March 2008 until May 2010. Because of the research, the first 21 patterns of the creative activities were shown. Second, the prime using rates of facilities were the combination of play facilities among other play facilities like swings, slides, trembling horse etc. However, more children's creative behaviors occurred on independent play facilities like swing, trembling horse, etc. than at combination play facilities. Third, children's creative behaviors diversely occurred at a moving or fluid facility like a swing, trembling horse and a spatial facility like sand field more than a fixed facility like combination play facility. Fourth, children's creative behavior could be divided and evaluated by five categories and elements of fluency: the flexibility, the creativity, the elaborateness, and the imagination. Nevertheless, it was assumed that the creative elements of the five categories were mixed together with each other instead of showing an individual characteristic. Fifth, based on this analysis, the research reached out to the conclusion that the combination play facility of imaginary children's park would be designed together with more fluid and spatial facilities to improve the children's creativity. Finally, It was proposed that the play facilities of imaginary children's park like drawing wall or board, spatial play facilities and handicraft facilities etc. would be introduced to improve sorts of creativeness on elaborateness and imagination shown less than the fluency, flexibility, and originality.

A study on mediating effect of internal and external networks and creative efficacy in the relationship of individual entrepreneurship and organizational commitment (개인의 기업가정신과 조직몰입의 관계에서 대내·외 네트워크와 창의적 효능감의 매개효과에 관한 연구)

  • Kim, Sun-Wang;Cho, Dae-Woo;Sung, Eul-Hyun
    • Management & Information Systems Review
    • /
    • v.36 no.5
    • /
    • pp.121-149
    • /
    • 2017
  • This study looks into individual entrepreneurship engaged in an enterprise; the effect of creative efficacy and internal and external networks on organizational commitment based on the previous studies. The hypothesis, the internal and external networks constructed in social context by individuals in the relationship between individual entrepreneurship and organizational commitment; and mediating effect through creative efficacy obtained by the previous experience can be in existence, is to be confirmed through an empirical study. The analysis data is collected from 244 of currently working employees via a survey. The determination of employee-oriented study is summarized as follows: first, the promotion of employee's individual entrepreneurship is significant as well as of the leader for the result of organizational commitment, because there are positive effects between the individual entrepreneurship and organizational commitment. Second, the internal and external networks owned by individuals affect one's own outcome as the internal and external networks of enterprise mediate the relationship between individual entrepreneurship and organizational commitment. Third, it is confirmed that the confidence in individual creativity is an essential factor as creative efficacy exhibits a mediating effect in relationship between individual entrepreneurship and organizational commitment. Particularly, it is verified that an enterprise is in need to expand education or programs not only for networks leading to an outcome but also for creativity improvement of affiliated individuals from the fact that creative efficacy, a hybridized concept of creativity and self-efficacy studied in the previous research, mediates the relationship between individual entrepreneurship and an outcome. In the conclusion, additional implications are offered; the thresholds and frameworks for the study are discussed.

Determinants of Service Quality on Customer Loyalty of Financial Agency -Focused on Suhyup Bank- (금융기관 서비스품질의 고객충성도 결정요인 -수협은행을 중심으로-)

  • Lee, Sang-Jun;Lee, Sang-Yup
    • Journal of Digital Convergence
    • /
    • v.12 no.4
    • /
    • pp.193-200
    • /
    • 2014
  • The purpose of this research is to explore ways to raise the quality of the financial services of Suhyup Bank, to secure its customers' loyalty, and to help it achieve sustainable growth. The results of this research showed that the ways to improve the service quality of Suhyup Bank are as follows: establish a relationship between its customers' satisfaction with the usefulness, creativity, reliability, and safety of its services and its customer management based on its customers' decision-making factors; establish service improvement schemes that consider new customer needs and desires; and improve its service quality and raise its internal quality factors, which are the keys to its expansion to customized services.

Sustainable Fashion Design Prototype Development in Terms of Clothing Composition -Focused on Pattern Classes- (의복구성학적 측면에서의 지속가능한 패션 디자인 프로토 개발 - 패턴 수업을 중심으로 -)

  • Park, Youshin;Kim, Jihye
    • Journal of Fashion Business
    • /
    • v.24 no.5
    • /
    • pp.125-139
    • /
    • 2020
  • The fashion industry that perceived the severity of environmental pollution, has sought various methods of sustainable fashion. However, most of the businesses paid attention to the development of materials using industrial waste, or vegan material. Thus, this study aims to present the methods for improvement in creativity for inversely developing the design from patterns and present new approaches by applying the contrarian development of proto to class under the limited condition of material concerning general design, selection of material, and production of sample. In the case of three student teams enrolled in the first semester of the second year, the fabric and used clothing donated by industry were used as material. The whole cut for cutting a single fabric in connected state, and Zero Wastes Design within a rectangular frame of fabric, upcycling of used clothes, and cutting out of Geometric Form are suggested. The team(A) produced a zero-wastes coat and whole-cut Pancho that could be variously represented. The team(B) produced two kinds of asymmetric dress by utilizing used check-patterned shirts through upcycling. The team(C) utilized the fabric in geometric forms such as rectangle, trapezoid, and atypical figure by drawing design within donated fabrics. The items were a dress, blouse, and skirt. Consequently, an opportunity for both academia and industry to present more concrete methods for sustainable fashion and deeply perceive the sustainable fashion is presented along with novel methods for creation by carrying out the composition of pattern and design at the same time.